A fork of bevy to implement some features for forestia
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Rework WindowMode::Fullscreen API (#17525)
# Objective

- #16883 
- Improve the default behaviour of the exclusive fullscreen API.

## Solution

This PR changes the exclusive fullscreen window mode to require the type
`WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)` and
removes `WindowMode::SizedFullscreen`. This API somewhat intentionally
more closely resembles Winit 0.31's upcoming fullscreen and video mode
API.

The new VideoModeSelection enum is specified as follows:

```rust
pub enum VideoModeSelection {
    /// Uses the video mode that the monitor is already in.
    Current,
    /// Uses a given [`crate::monitor::VideoMode`]. A list of video modes supported by the monitor
    /// is supplied by [`crate::monitor::Monitor::video_modes`].
    Specific(VideoMode),
}
```

### Changing default behaviour

This might be contentious because it removes the previous behaviour of
`WindowMode::Fullscreen` which selected the highest resolution possible.
While the previous behaviour would be quite easy to re-implement as
additional options, or as an impl method on Monitor, I would argue that
this isn't an implementation that should be encouraged.

From the perspective of a Windows user, I prefer what the majority of
modern games do when entering fullscreen which is to preserve the OS's
current resolution settings, which allows exclusive fullscreen to be
entered faster, and to only have it change if I manually select it in
either the options of the game or the OS. The highest resolution
available is not necessarily what the user prefers.

I am open to changing this if I have just missed a good use case for it.

Likewise, the only functionality that `WindowMode::SizedFullscreen`
provided was that it selected the resolution closest to the current size
of the window so it was removed since this behaviour can be replicated
via the new `VideoModeSelection::Specific` if necessary.

## Out of scope

WindowResolution and scale factor act strangely in exclusive fullscreen,
this PR doesn't address it or regress it.

## Testing

- Tested on Windows 11 and macOS 12.7
- Linux untested

## Migration Guide

`WindowMode::SizedFullscreen(MonitorSelection)` and
`WindowMode::Fullscreen(MonitorSelection)` has become
`WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)`.
Previously, the VideoMode was selected based on the closest resolution
to the current window size for SizedFullscreen and the largest
resolution for Fullscreen. It is possible to replicate that behaviour by
searching `Monitor::video_modes` and selecting it with
`VideoModeSelection::Specific(VideoMode)` but it is recommended to use
`VideoModeSelection::Current` as the default video mode when entering
fullscreen.
2025-03-11 01:20:53 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Bump crate-ci/typos from 1.30.0 to 1.30.1 (#18227) 2025-03-10 07:00:05 +00:00
assets Reimplement bindless storage buffers. (#17994) 2025-03-10 21:32:19 +00:00
benches Deprecate insert_or_spawn function family (#18147) 2025-03-06 17:04:16 +00:00
crates Rework WindowMode::Fullscreen API (#17525) 2025-03-11 01:20:53 +00:00
docs Add support for experimental WESL shader source (#17953) 2025-03-09 19:26:55 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template Fix a few typos (#17292) 2025-01-10 22:48:30 +00:00
errors Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
examples Rework WindowMode::Fullscreen API (#17525) 2025-03-11 01:20:53 +00:00
src Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
tests Rework WindowMode::Fullscreen API (#17525) 2025-03-11 01:20:53 +00:00
tests-integration Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
tools Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
.gitattributes
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Respect viewport position in coordinate conversion functions (#17633) 2025-03-10 21:19:26 +00:00
clippy.toml Enable nonstandard_macro_braces and enforce [] for children! (#17974) 2025-02-22 01:54:49 +00:00
CODE_OF_CONDUCT.md
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore unmaintained security advisory about paste for now (#18209) 2025-03-09 20:17:29 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml Bump typos to 1.29.7 (#17902) 2025-02-17 20:41:25 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
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  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.